Commit Graph

378 Commits

Author SHA1 Message Date
Nikolay Sivov
48ff7de8ef vkd3d-shader/hlsl: Add support for ConstantBuffer<> type.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-07-08 18:12:03 +02:00
Victor Chiletto
abbcf0461f vkd3d-shader/hlsl: Reserve register slots for unused buffers. 2024-07-03 17:09:16 -03:00
Victor Chiletto
da36a447b8 vkd3d-shader/hlsl: Validate cbuffer register allocations. 2024-07-03 17:09:16 -03:00
Elizabeth Figura
acc9d79fbb vkd3d-shader/hlsl: Only allocate the aligned size for uniforms. 2024-06-18 13:19:44 -05:00
Nikolay Sivov
402dc94259 vkd3d-shader/fx: Set EXPLICIT_BIND_POINT flag for packoffset() reservations as well.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-06-12 19:02:20 +02:00
Nikolay Sivov
1124ea46ee vkd3d-shader/hlsl: Store original semantic name.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-06-11 15:53:19 +02:00
Elizabeth Figura
4355e6ca69 vkd3d-shader/hlsl: Allocate register spaces for objects. 2024-06-11 15:49:30 +02:00
Elizabeth Figura
7b61b0219e vkd3d-shader/hlsl: Allocate register spaces for constant buffers. 2024-06-11 15:49:30 +02:00
Elizabeth Figura
28a5e23814 vkd3d-shader: Write SM5.1 register indices.
Separate ID and index. Allocate IDs for all external resources (but ignore them
for shader models other than 5).
2024-06-11 15:49:30 +02:00
Francisco Casas
e8dbc36bd2 vkd3d-shader/hlsl: Record default values for uniforms and constant buffers. 2024-06-11 15:46:40 +02:00
Nikolay Sivov
f090d1e80d vkd3d-shader: Remove explicit newlines from hlsl_fixme() messages.
Signed-off-by: Nikolay Sivov <nsivov@codeweavers.com>
2024-05-23 23:12:10 +02:00
Francisco Casas
061dc39036 vkd3d-shader/hlsl: Also lower matrix swizzles and index loads in const passes. 2024-05-15 21:17:51 +02:00
Francisco Casas
4f60c7167e vkd3d-shader/hlsl: Run constant passes in a separate function. 2024-05-15 21:17:49 +02:00
Francisco Casas
28d267b7c0 vkd3d-shader/hlsl: Allocate SM1 numeric uniforms in decreasing bind count. 2024-05-13 22:26:21 +02:00
Francisco Casas
f548644222 vkd3d-shader/hlsl: Only allocate numeric bind count for SM1 numeric uniforms.
Unless they have register reservations, in which case the whole
variable is still reserved.
2024-05-13 22:26:08 +02:00
Francisco Casas
573d511344 vkd3d-shader/hlsl: Track bind count according to usage for uniforms.
Where bind count means the number of registers required to include all
dereferences to the variable within the shader as in
hlsl_ir_var.bind_count[].
2024-05-13 22:26:07 +02:00
Francisco Casas
e0a801e796 vkd3d-shader/hlsl: Improve tracking of used components running DCE before.
track_object_components_usage() had to be improved to also
register derefs on resource stores.
It was not doing it because it assumed that for every resource store
there was a resource load already, which was true, before calling DCE.
2024-05-13 22:26:05 +02:00
Francisco Casas
657e460d11 vkd3d-shader/hlsl: Allocate unused variables with register reservations on SM1. 2024-05-13 22:26:03 +02:00
Zebediah Figura
c2eb563e50 vkd3d-shader/fx: Skip uniform copy logic for global variables. 2024-05-08 21:07:58 +02:00
Zebediah Figura
2480eec98b vkd3d-shader/hlsl: Move the "base_type" member to the class-specific union. 2024-05-06 22:12:41 +02:00
Zebediah Figura
d9f7a88329 vkd3d-shader/hlsl: Make HLSL_TYPE_PIXELSHADER into a separate class. 2024-05-06 22:12:37 +02:00
Zebediah Figura
874937dab4 vkd3d-shader/hlsl: Make HLSL_TYPE_VERTEXSHADER into a separate class. 2024-05-06 22:12:34 +02:00
Francisco Casas
b14f935d0f vkd3d-shader/hlsl: Fold x + 0 identities. 2024-04-30 16:31:02 +02:00
Zebediah Figura
d7da278693 vkd3d-shader/hlsl: Make HLSL_TYPE_RENDERTARGETVIEW into a separate class. 2024-04-23 22:37:09 +02:00
Zebediah Figura
ee2bde3aba vkd3d-shader/hlsl: Make HLSL_TYPE_DEPTHSTENCILVIEW into a separate class. 2024-04-23 22:37:06 +02:00
Zebediah Figura
76971d811e vkd3d-shader/hlsl: Make HLSL_TYPE_TECHNIQUE into a separate class. 2024-04-23 22:36:51 +02:00
Zebediah Figura
3c8c7426df vkd3d-shader/hlsl: Make HLSL_TYPE_PASS into a separate class. 2024-04-23 22:36:38 +02:00
Zebediah Figura
24d3a352a6 vkd3d-shader/hlsl: Make HLSL_TYPE_EFFECT_GROUP into a separate class. 2024-04-23 22:36:32 +02:00
Zebediah Figura
171e097268 vkd3d-shader/hlsl: Make HLSL_TYPE_UAV into a separate class. 2024-04-19 22:23:20 +02:00
Zebediah Figura
93d7cd1785 vkd3d-shader/hlsl: Make HLSL_TYPE_TEXTURE into a separate class. 2024-04-19 22:23:19 +02:00
Zebediah Figura
220362cbad vkd3d-shader/hlsl: Make HLSL_TYPE_SAMPLER into a separate class. 2024-04-19 22:23:18 +02:00
Zebediah Figura
f57db442b0 vkd3d-shader/hlsl: Make HLSL_TYPE_STRING into a separate class. 2024-04-19 22:23:16 +02:00
Zebediah Figura
cdcf2da2eb vkd3d-shader/hlsl: Make HLSL_TYPE_VOID into a separate class. 2024-04-19 22:23:14 +02:00
Francisco Casas
80320f6129 vkd3d-shader/hlsl: Introduce hlsl_ir_stateblock_constant. 2024-04-10 08:54:23 -05:00
Francisco Casas
4dedcc5885 vkd3d-shader/hlsl: Also call dce before lowering deref paths. 2024-04-10 08:54:23 -05:00
Zebediah Figura
0e3377a1be vkd3d-shader/hlsl: Avoid using HLSL_CLASS_OBJECT without checking the base type.
As the diffstat shows, HLSL_CLASS_OBJECT does not really have much in common.
Resource types (TEXTURE, SAMPLER, UAV) sometimes behave similarly to each other,
but do not generally behave similarly to effect-specific types (string, shader,
state, view). Most consumers of HLSL_CLASS_OBJECT subsequently check the base
type anyway.

Hence we want to replace HLSL_TYPE_* with individual classes for object types.
As a first step, change the last few places that only check HLSL_CLASS_OBJECT.
2024-04-09 12:27:55 -05:00
Zebediah Figura
269cdad7b9 vkd3d-shader/hlsl: Consider any valid register reservation to invoke manual packing.
Regardless of the type of the variable.
2024-04-09 12:27:53 -05:00
Francisco Casas
3a0a4b625f vkd3d-shader/hlsl: Merge HLSL_OP3_MOVC into HLSL_OP3_TERNARY. 2024-04-09 12:27:02 -05:00
Francisco Casas
8f6f875a59 vkd3d-shader/hlsl: Move lower of non-float expressions with the other SM1 passes. 2024-04-09 12:27:01 -05:00
Francisco Casas
19fd43214b vkd3d-shader/hlsl: Ensure that TERNARY condition is always bool.
Also, properly casting it to float in lower_ternary() for SM1
avoids creating ABS and NEG on bool types.
2024-04-09 12:26:59 -05:00
Zebediah Figura
1e7d82798c vkd3d-shader/hlsl: Move a hlsl_fixme() to a more relevant place. 2024-04-02 23:09:35 +02:00
Francisco Casas
9a222d2be1 vkd3d-shader/d3dbc: Implement HLSL_OP2_LOGIC_AND for SM1. 2024-03-27 22:37:09 +01:00
Francisco Casas
777bf772bf vkd3d-shader/d3dbc: Implement HLSL_OP2_LOGIC_OR for SM1. 2024-03-27 22:37:08 +01:00
Francisco Casas
a838f97e3f vkd3d-shader/hlsl: Cast to bool before applying LOGIC_NOT.
Before this commit, it is possible for one of the tests of
cf-cond-types.shader_test to pass a non-bool to LOGIC_NOT, which should
not be allowed.
2024-03-27 22:37:07 +01:00
Francisco Casas
ee5fc7e968 vkd3d-shader/hlsl: Support LOGIC_NOT for SM1. 2024-03-27 22:37:06 +01:00
Zebediah Figura
0b1f11dd33 vkd3d-shader/hlsl: Allocate register reservations for structs as well. 2024-03-27 22:36:34 +01:00
Francisco Casas
619edb4c38 vkd3d-shader/hlsl: Lower CMP instructions for vertex shaders. 2024-03-14 22:49:29 +01:00
Francisco Casas
5c986b9cde vkd3d-shader/hlsl: Lower SLT instructions for pixel shaders.
Properly passing the inverse-trig.shader_test tests whose qualifiers
have been removed requires making spirv.c capable of handling ABS.
The same happens for the ps_3_0 equality test in
float-comparison.shader_test.
2024-03-14 22:49:29 +01:00
Francisco Casas
e9a4758648 vkd3d-shader/hlsl: Implement SM1 comparison operators. 2024-03-14 22:49:29 +01:00
Francisco Casas
cfac67ccc2 vkd3d-shader/hlsl: Cast slt before multiplying on ternary operator.
Otherwise we may get a failing
    "hlsl_types_are_equal(arg1->data_type, arg2->data_type)"
assertion on hlsl_new_binary_expr() when creating the MUL.

This happens in the test introducing in the following patch:

    int a, b, c;

    void main(out float4 res : COLOR1, in float4 pos : position, out float4 out_pos : sv_position)
    {
        out_pos = pos;

        res = a ? b/1000.0 : c/1000.0;
    }
2024-03-11 22:09:42 +01:00